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NoctyrneSAGA

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41

Friday, January 27th 2017, 7:14pm

The only possible way one could determine if Visual Recoil actually matched Weapon Recoil is to isolate Spread entirely from the experiment. I guess there are individuals who can hack into the game and provide these results, but I don't think this has been done. Yet. I would need visual evidence to confirm for myself.


No. You don't need to eliminate spread or recoil to watch the animation.

You just need to actually fire the weapon and look at the reticle's animation.

Swap between Left and Right. The difference is extremely obvious.
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Passive Spotting is the future!

With this, I'll rid MGO3 of infestation. Sans bad gameplay MGO3 will be torn asunder. And then it shall be free. People will suffer, of course - a phantom pain.

Reddit and Konami will rewrite the records... And I will be demonized in human memory. But... The thirst for good gameplay that I have planted will infest MGO3. No one can stop it now. The Rebalance Mod will unleash that thirst unto the future.


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If it flies, it dies™.

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42

Friday, January 27th 2017, 11:39pm

Just IMHO. If they patch visual recoil It would be more authentic for the weapon to just wobble around less instead of implementing a BF4 style solution considering the Galilean glass sight in BF1 was not a reflex red dot sight and rather just a glass aperture with a reticle stamped in
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43

Saturday, January 28th 2017, 3:18am

"...isolate Spread from the experiment..." I don't even know how that can be disputed. Spread influences where the shot lands. This is common knowledge. I'm not interested solely on where the Reticle ends up after firing multiple rounds, I want to know with the utmost certainty where the bullets go relative to the Recoil and, allegedly accurate, animation.

Fire into a wall and it will more often than not display within very close proximity where the bullets hit enabling you to track recoil patterns. However, the exact Recoil specific pattern(s) that the game dictates is affected by Spread and Spread Increase values that influence the shots to displace up, down, left, right (and anything in between) however many degrees the Spread value determines (that's my understanding at any rate).

Therefore, to truly gather the data necessary to determine if Visual Recoil actually mirrors that of the Weapon Recoil the Spread factor must be neutralized. Now, I don't know at what distance Spread significantly impacts projectiles to the point where they displce X amount of degrees, but I figured that eliminating that variable altogether would be the best option available to rule out any chance of interference.

I swear. If I said, "the grass is green," even THAT would be refuted...
To Aim Assist or not to Aim Assist, that is the question.

Nope. Aim Assist or bust; here's why:

Default Aim Assist Data

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AccelerationInputThreshold 0.98
    AccelerationMultiplier 5.0
    AccelerationDamping 4.0
    AccelerationTimeThreshold 0.15
    SquaredAcceleration 0.0
    MaxAcceleration::Vec2
        x 2.0
        y 2.0
    YawSpeedStrength 1.0
    PitchSpeedStrength 1.0
    AttractDistanceFallOffs::Vec2
        x 1.0
        y 1.2
    AttractSoftZone 0.75
    AttractUserInputMultiplier 0.45
    AttractUserInputMultiplier_NoZoom 0.5
    AttractOwnSpeedInfluence 0.0
    AttractTargetSpeedInfluence 0.85
    AttractOwnRequiredMovementForMaximumAttract 0.0
    AttractStartInputThreshold 0.1
    AttractMoveInputCap 0.0
    AttractYawStrength 1.0
    AttractPitchStrength 0.34
    MaxToTargetAngle 45.0
    MaxToTargetXZAngle 45.0
    ViewObstructedKeepTime 0.0
    SnapZoomLateralSpeedLimit 1000.0
    SnapZoomTime 0.2
    SnapZoomPostTimeNoInput 0.2
    SnapZoomPostTime 0.2
    SnapZoomReticlePointPriority 999
    SnapZoomAutoEngageTime 0.0
    SnapZoomBreakTimeAtMaxInput 0.2
    SnapZoomBreakMaxInput 0.2
    SnapZoomBreakMinAngle 90.0
    SnapZoomSpamGuardTime 1.2
    SoldierBackupSkeletonCollisionData *nullGuid*
    CheckBoneCenterOnlyDistance 40.0

No Slowdown Data

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AccelerationInputThreshold 0.98
    AccelerationMultiplier 5.0
    AccelerationDamping 4.0
    AccelerationTimeThreshold 0.15
    SquaredAcceleration 0.0
    MaxAcceleration::Vec2
        x 2.0
        y 2.0
    YawSpeedStrength 1.0
    PitchSpeedStrength 1.0
    AttractDistanceFallOffs::Vec2
        x 1.0
        y 1.2
    AttractSoftZone 0.0
    AttractUserInputMultiplier 1.0
    AttractUserInputMultiplier_NoZoom -1.0
    AttractOwnSpeedInfluence 0.0
    AttractTargetSpeedInfluence 0.0
    AttractOwnRequiredMovementForMaximumAttract 0.0
    AttractStartInputThreshold 0.0
    AttractMoveInputCap 0.0
    AttractYawStrength 0.0
    AttractPitchStrength 0.0
    MaxToTargetAngle 45.0
    MaxToTargetXZAngle 45.0
    ViewObstructedKeepTime 0.0
    SnapZoomLateralSpeedLimit 1000.0
    SnapZoomTime 0.2
    SnapZoomPostTimeNoInput 0.0
    SnapZoomPostTime 0.0
    SnapZoomReticlePointPriority 999
    SnapZoomAutoEngageTime 0.0
    SnapZoomBreakTimeAtMaxInput -1.0
    SnapZoomBreakMaxInput 0.2
    SnapZoomBreakMinAngle 90.0
    SnapZoomSpamGuardTime 0.5
    SoldierBackupSkeletonCollisionData *nullGuid*
    CheckBoneCenterOnlyDistance 40.0
    DisableForcedTargetRecalcDistance 7.0


No Auto Rotation Data

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 AccelerationInputThreshold 0.98
    AccelerationMultiplier 5.0
    AccelerationDamping 4.0
    AccelerationTimeThreshold 0.15
    SquaredAcceleration 0.0
    MaxAcceleration::Vec2
        x 2.0
        y 2.0
    YawSpeedStrength 1.0
    PitchSpeedStrength 1.0
    AttractDistanceFallOffs::Vec2
        x 1.0
        y 1.2
    AttractSoftZone 0.75
    AttractUserInputMultiplier 0.45
    AttractUserInputMultiplier_NoZoom 0.5
    AttractOwnSpeedInfluence 0.0
    AttractTargetSpeedInfluence 0.85
    AttractOwnRequiredMovementForMaximumAttract 0.0
    AttractStartInputThreshold 0.1
    AttractMoveInputCap 0.0
    AttractYawStrength 1.0
    AttractPitchStrength 0.34
    MaxToTargetAngle 45.0
    MaxToTargetXZAngle 45.0
    ViewObstructedKeepTime 0.0
    SnapZoomLateralSpeedLimit 1000.0
    SnapZoomTime 0.2
    SnapZoomPostTimeNoInput 0.0
    SnapZoomPostTime 0.0
    SnapZoomReticlePointPriority 999
    SnapZoomAutoEngageTime 0.0
    SnapZoomBreakTimeAtMaxInput -1.0
    SnapZoomBreakMaxInput 0.2
    SnapZoomBreakMinAngle 90.0
    SnapZoomSpamGuardTime 0.5
    SoldierBackupSkeletonCollisionData *nullGuid*
    CheckBoneCenterOnlyDistance 40.0
    DisableForcedTargetRecalcDistance 7.0

Prepare your laughbox

the Sebstalder is quiet good since it can 3hit kill at any distanc ,but In my opinion i actually thikn the sweeper is better, its got a really really fast firerate that can beat alll those Noobmaticos, Helregall adn shitguns in close quarters , and its also really accurate out to like l;ong range,. overall great allround gun, jsut my 2$ tho

This post has been edited 1 times, last edit by "JSLICE20" (Jan 28th 2017, 3:24am)


NoctyrneSAGA

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44

Saturday, January 28th 2017, 3:22am

TIL spread affects recoil.
Data Browser

Passive Spotting is the future!

With this, I'll rid MGO3 of infestation. Sans bad gameplay MGO3 will be torn asunder. And then it shall be free. People will suffer, of course - a phantom pain.

Reddit and Konami will rewrite the records... And I will be demonized in human memory. But... The thirst for good gameplay that I have planted will infest MGO3. No one can stop it now. The Rebalance Mod will unleash that thirst unto the future.


Are you a scrub?

If it flies, it dies™.

VincentNZ

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45

Sunday, January 29th 2017, 11:02am

JSLICE means that when you would want to test the animation and determine visual recoil by shooting at a wall, you would still have the spread that could cause imprecise results. But I guess you understood that.

On another topic I, I am playing sniper right now and noticed, as pointed out in another thread, that the aimpoint does not reset precisely after the shot. At first I thought I was turning slightly with the mouse, but it happened all the time, it was quite annoying really with the infantry versions of the BAs. Now I never noticed this in BF4 with any weapon, but I did not really play BAs there at all, but I know this was not present in BF3.
Come to think of it, I am pretty sure this did not happen in BF4 on automatic weapons and DMRs, I think the recoil reset to the exact point you were before taking the shot.

So, I wonder, is this part of the animation now? Or is it really me that is put off aim by the bolt animation, which I would not find unlikely. If it is a feature, it would be kind of "authentic" in the same way as other visual animations, but really not in a gaming sense, because my mouse did not move an inch.

elementofprgress

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46

Sunday, January 29th 2017, 6:07pm

So, I wonder, is this part of the animation now? Or is it really me that is put off aim by the bolt animation, which I would not find unlikely. If it is a feature, it would be kind of "authentic" in the same way as other visual animations, but really not in a gaming sense, because my mouse did not move an inch.


Seems like its the scope sway. Use a rifle with a straight pull and hold breath and you see that after the bolt animation your aim is pretty much where you left it.

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